Homebrew
| MOD | SAVE | ||
|---|---|---|---|
| STR | 22 | +6 | +10 |
| DEX | 10 | +0 | +4 |
| CON | 18 | +4 | +4 |
| MOD | SAVE | ||
| INT | 8 | -1 | -1 |
| WIS | 12 | +1 | +1 |
| CHA | 18 | +4 | +4 |
Magic Weapons. The Behemoth's weapon attacks are magical. Regeneration. The Behemoth regains 15 hit points at the start of its turn if it has at least 1 hit point. If it takes Piercing damage it only regenerates 7 hit points.
Multiattack. The Behemoth makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: 1d20+10 to hit, reach 5 ft., one target. 1d8+6 piercing damage plus 3d6 psychic damage.
Claws. Melee Weapon Attack: 1d20+10 to hit, reach 5 ft., one target. 1d10+6 slashing damage plus 2d6 psychic damage.
Psionics. It uses its psychic abilities as spell like effects. It has a Spell save DC of 16.
Antagonize. It fills a target with rage and causes it to lash out to a target nearby. The creature makes a Wisdom Save DC16, on failure it takes 6d6 psychic damage and must make a melee attack against a creature in range, on success they take half damage and resist making an attack.
Dominate Monster. (Psionic) You invade a creatures mind putting its consciousness in a nightmare of something they fear the most. The creature makes a Wisdom Saving Throw DC16, on failure the creature is Dominated by the Behemoth and can send telepathic commands to it as a free action. It can use its Reaction to force the creature to act outside of its turn to use a Reaction. If the creature is damaged they reroll the Wisdom Saving Throw.
Mind Assault. The targeted creature's mind is filled with whispers and voices causing a major headache. The creature makes a Wisdom Save DC16, on failure it takes 4d6 psychic damage and has Disadvantage on its next attack. On success, it takes half damage.
Mental Feedback. Recharges on a 5 or a 6. All creatures within a 20 ft radius of the Behemoth must make a Wisdom Saving Throw DC16, on failure they take 4d6 psychic damage and their movement speed become 0 until the end of their next turn. On success they take half damage and only lose 10 feet of movement.
It has one Legendary Action per round.
Antagonize. It fills a target with rage and causes it to lash out to a target nearby. The creature makes a Wisdom Save DC16, on failure it takes 6d6 psychic damage and must make a melee attack against a creature in range, on success they take half damage and resist making an attack.
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